"CURTROCK " wrote:
Thank you to everyone for posting your PC specs. I am about to purchase a PC specifically for using the Rift, and UNITY/UDK. Knowing what other people are using, is very informative in helping to decide cost VS performance. I still think it would be great if at some point, Oculus endorsed a "min requirements" & "recommended requirements" kind of thing...
Special thx to cybereality for sharing...knowing what you use at Oculus is particularly informative.
The problem with that is the requirements vary with the application.
My 6 year old laptop can run the demos for instance, but at about 20 fps.
That's not good enough to use a rift comfortably, but there's no reason why I couldn't write a program with simpler graphics to improve the framerate. (quake 3 level graphics would get me about 350 fps for instance.)
Setting minimum requirements for using a rift, when so much of it actually depends on the kind of applications people make is a bit difficult.
It's kind of like asking, "what are the minimum requirements to run games on a PC?", when you aren't clear if by games you mean something like bejeweled, (version of which could run on stuff made in 1990, in principle), or Crysis. (which even modern PC's can still struggle with.)
From what I've seen so far, this is the absolute bare minimum you need to be able to run a rift if you're willing to make programs yourself. (what the minimum is if you use stuff made by others is currently an unanswerable question.)
1. computer must have USB
2. Computer must support DVI or HDMI out
3. There must be enough spare GPU pixel shader performance (or cpu performance, hypothetically) to perform the final screen image warp.
4. Any software running has to be able to render at least 2 views at 640 by 800 each and combine them. (but the complexity of it can be almost anything), at at least 60 fps.
Anything beyond that is largely down to the people that end up making software for it.
Based on these requirements, the oldest computers that
might be able to cope would be from about 2000 onwards.
Based on the SDK demos, the minimum requirements in practice seem to be closer to requiring high-end 2007 era graphics hardware at a minimum.
But... Again, some might choose to target much lower end systems. It's definitely possible to do it, as far as I can tell...